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    posted a message on How to use scoreboard [Tutorial] (WIP)
    Quote from TheEpicMoney»

    ok question about scoreboard teams. If I wanted to run a command that gives a player an item what would I put in the command to make it so only players on Team1 would get the item?


    Selectors. Always try selectors. Selectors are your friend.


    /give @p[team=Recon] cobblestone
    /give @p[team=Heavy] gold_block

    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.8] Command Block Tutorials - Custom Map Mechanics - Bleeding/Bandage System, Mob Health Bars, Triggers, Tellraw and more!

    Hello all! Sorry for my absence! I've been busy lately with school and my power kind of skitzed it - needed to get a power-point fixed. But I'm back and ready to help you all!

    Quote from Prime8852next

    Hi i would like the command block to tell me the nearest players name after the text "kill?" Any ideas because it won't work for me. Here's the code:
    /tellraw prime8852 ["",{"text":"Kill? @p ","clickEvent":{"action":"run_command","value":"/kill @p"},"hoverEvent":{"action":"show_text","value":{"text":"","extra":[{"text":"Are you sure?"}]}}}]

    To add in a player name, simply add the "extra" tag, like so: extra:[{selector:"@p"}] A working command is pasted below:


    /tellraw @a ["",{"text":"Kill? ",extra:[{selector:"@p"}],"clickEvent":{"action":"run_command","value":"/kill @p"},"hoverEvent":{"action":"show_text","value":{"text":"","extra":[{"text":"Are you sure?"}]}}}]

    Quote from TheEpicMoney»

    So can't you add a selector to a command for a scoreboard team? Like /effect @p whatever [team epic]. Sort of like the XP selector.


    Indeed you can, easily too. Say we have our two teams; Recon and Heavy. We want recon to have Speed and Heavy to have Nausea.

    /effect @a[team=Heavy] nausea 10

    /effect @a[team=Recon] speed 10 5

    Of course, to make these infinite you can simply adjust the timing, and make sure players have no access to milk.

    Quote from Mr_Killer01»

    I hope i don't get whipped on my head for being a "dinosaur digger" but it came to me after a thorough search and could not find a particular answer. When a commandblock issues by automated clock a full spread (all people) gamemode command, is there a way to exclude users like it is possible with tp @a [r=5,name=!Mr_Killer] ~ ~15 ~ which brings everything within a radius of 5, 15 blocks in the air.

    Is that also possible???


    Quite simple, really. Using the /gamemode command, have it like normal but simply attach parameters, like so:


    /gamemode 1 @a[r=3,m=2]

    Anyone within 3 blocks of the command blocks and in Adventure mode (gamemode 2) will be changed to Creative mode. Anyone NOT within this radius and in this mode will be unaffected.

    Quote from puppyspirit36»

    This is really cool! I have been using some of these for a project I am working on!



    Just one thing: I would like to have particles set so that when a player joins a certain team, the particles will start floating around players of that team only. For example, I want it set so portal particles (enderman, nether portals, etc.) will work only for team A and will never play around team B or vice versa.


    My first thought: Oh, just do /execute @p /particle portal ~ ~ ~ ~ ~ ~ 1 10.


    Upon further testing: I tested the particles out, started both clocks, and ran around a bit, but noticed I was getting both particles (I was testing a multiplayer map on singleplayer bc my computer is terrible :P), not just the ones specific to my team.


    I remember watching a guy do something like this except in 1.7 using a /summon command (fire particles) with /testfor, but I am not sure how /testfor works and I have broken my computer enough xD


    If there is a way to do this, thank you! :)


    Pretty simple. Again, as seems to be most cases, it's simply parameters after the player selector. Examples:

    /execute @a[team=Heavy] ~ ~ ~ particle portal ~ ~1 ~ 0 0 0 0 100
    /execute @a[team=Recon] ~ ~ ~ particle reddust ~ ~1 ~ 0 0 0 0 100

    Quote from Scott_rules»

    Hey Feare im creating a large city map and it includes an amusement park, I wish to include a mtiplayer pacman minigame but I can't figure how to make it work, Plz help! My problem is that when the player that is supposed to be pacman walks over a gold block (the dots from the game) i want the gold to turn into a different bloc and give the player a point, i just don't know how to make the block change (I know how to add points)! Also It would be great if you could show how to use command blocks to automatically equip armour and put it back on them if they take it off


    Such a mechanic would work like this:

    (input received from a fast clock) /execute @p ~ ~ ~ testforblock ~ ~-1 ~ gold_block
    (comparator from previous command block into this one) execute @p ~ ~ ~ setblock ~ ~-1 ~ cobblestone

    However, if the player is sprints, this poses some problems. Perhaps disallow players to sprint - make non-pacman slower so he he has a chance to catch them though!

    Happy Minecrafting!

    -xFeare_

    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.8] Command Block Tutorials - Custom Map Mechanics - Bleeding/Bandage System, Mob Health Bars, Triggers, Tellraw and more!
    Quote from TheEpicMoney»

    alright so in my map you have some choices for what kit you want to start out as. And one of those is the wizard kit. The problem is I want the wizard's "staff" to be a golden hoe, but I don't want it to still be able to hoe the ground. Is it possible to disable it with commands? and if too complicated tell me, it's not too important.



    It's not possible to remove a tools default use unfortunately. Well, not that I know of, and I can't think of a concept to be able to achieve such a thing. Apologies.


    - xFeare_

    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.8] Command Block Tutorials - Custom Map Mechanics - Bleeding/Bandage System, Mob Health Bars, Triggers, Tellraw and more!
    Quote from TheEpicMoney»

    Thanks, I thought that it was somewhere near the selector but I didn't want to mess it up.



    ==EDIT==

    Well I tested it using McStacker and it generated the command to do what you suggested but it didn't seem to work. My test was pressing a button on the command block while sitting in the wrong XYZ and it still gave me the item (aka a blaze rod with fire aspect :D).


    Did a quick test and fix. Just add a radius parameter after the coordinates!


    /give @p[x,y,z,r=1] iron_sword 1 0 {ench:[{id:16,lvl:10}]}


    - xFeare_

    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.8] Command Block Tutorials - Custom Map Mechanics - Bleeding/Bandage System, Mob Health Bars, Triggers, Tellraw and more!
    Quote from TheEpicMoney»

    fear command block question (: What's the correct way to give an item to a player in a specific XYZ? the command I'm trying to run is a give command but I don't want to mess it up by trying to add in my XYZ how and where do I add that? this is the command:

    /give @p iron_sword 1 0 {ench:[{id:16,lvl:10}]} 




    The command should work if add the XYZ after the selector. Like this:


    /give @p[x,y,z] iron_sword 1 0 {ench:[{id:16,lvl:10}]}

    Let me know if that works for you.

    - xFeare_

    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.8] Command Block Tutorials - Custom Map Mechanics - Bleeding/Bandage System, Mob Health Bars, Triggers, Tellraw and more!
    Quote from PixelsDeepak»

    I have another question, Feare. How do you check for a specific item in your inventory using commands? I have a map, and in it there is a door, and you can only go through it if you have a astronaut suit. How do I do that?


    Active Slots: /testfor @p {SelectedItemSlot:0}


    Item: /testfor @p[r=10] {Inventory:[{id:"minecraft:diamond_sword"}]}

    OR

    /testfor @p[r=10] {Inventory:[{id:"minecraft:emerald",Count:2b}]}


    Item in slot: /testfor @p[r=10] {Inventory:[{Slot:0b,id:"minecraft:diamond_sword"}]}


    Item in active slot: /testfor @p[r=10] {SelectedItemSlot:0,Inventory:[{Slot:0b,id:"minecraft:diamond_sword"}]}


    Named Item: /testfor @p[r=10] {Inventory:[{tag:{display:{Name:"Ice Blade"}}}]}


    Named Item in Active Slot: /testfor @p[r=10] {SelectedItemSlot:0,Inventory:[{Slot:0b,tag:{display:{Name:"Ice Blade"}}}]}



    -xFeare_


    (Unable to edit formatting as sent from my phone)

    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.8] Command Block Tutorials - Custom Map Mechanics - Bleeding/Bandage System, Mob Health Bars, Triggers, Tellraw and more!

    Hey, sorry for bad english. But do you know a way to shuffle the inventory of a player with a command-block ?


    Well, unless you know exactly what the player has in his inventory in exactly the right places, this is not possible.

    Quote from baldwhin»

    How do I make a boss with command blocks?



    Use the /summon command on MCStacker.

    Quote from PixelsDeepak»

    I have a question,how do you make the screen go black for a title or something like that? Can you tell me the command for making the screen go black?



    Whilst TheEpicMoney's suggestion doesn't quite work, it was a decent idea. Pixels, I'd suggest having the player tp to a coal-block box, so all four sides are black. Once there, play the titles. There isn't, unfortunately, a way to simply make the screen black.


    Also, thankyou TheEpicMoney for your suggestions in helping these people! :)

    ~xFeare_

    Posted in: Mapping and Modding Tutorials
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    posted a message on Increasing Dispenser Range

    Well, here is the tutorial for the turret I was talking about. It shoots in all directions unfortunately, but it's still pretty cool. (The tutorial is from a thread of mine, disregard the odd language in it).




    These turrets lock on with lasers and shoot you! Get behind them and shut them down! Using the Guardians lock-on ability and a pig with no AI, you can easily make a stationary turret.

    I am a terrible builder, but build a turret and set it up like so (the dispenser can remain empty): Have your command blocks set up like this. Of course, you can move them underground and things like that, just be sure to change the coordinates. The exclamation mark is simply to show players that the turret is still online and working. Detection distance can be changed by altering {Name:generic.followRange,Base:30} - currently, this causes the turret to shoot at players 30 blocks away, and within sight. Damage Dealt can also be altered by changing {Name:generic.attackDamage,Base:10} - this currently does 5 hearts of damage.



    Top: /summon Guardian ~ ~1 ~ {CustomName:"HellfireTurret",CustomNameVisible:1,Attributes:[{Name:generic.attackDamage,Base:10},{Name:generic.followRange,Base:30}],Invulnerable:1,PersistenceRequired:1,Silent:1,ActiveEffects:[{Id:14,Amplifier:2,Duration:1999980,ShowParticles:0b}],Riding:{id:"Pig",CustomName:"HellfireTurret",CustomNameVisible:1,Invulnerable:1,PersistenceRequired:1,NoAI:1,Silent:1,ActiveEffects:[{Id:14,Amplifier:2,Duration:1999980,ShowParticles:0b}]}}


    Bottom: /setblock ~ ~2 ~ minecraft:skull 2 replace {ExtraType:MHF_Exclamation,SkullType:3} The next part is the shutting down of the turret. Very simple.


    Left: /setblock ~1 ~3 ~-2 air

    Right: /kill @e[name=HellfireTurret,r=6]



    That's all folks! Enjoy tormenting players with these difficult turrets!



    -xFeare_

    Posted in: Creative Mode
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    posted a message on Increasing Dispenser Range
    Quote from rvelde»

    Something like this:

    http://minecraft.gamepedia.com/Tutorials/Redstone_machines#Reloadable_Machine_Gun_Turret


    I already have the machine gun built, but it doesn't shoot arrows very far at all. I'm also ok with mod/command solutions if anyone has any.


    I've built a turret, but it doesn't use arrows. It uses the Guardian's attack mechanic, the laser beam. Player get behind it to shut it off, or you can simply leave that bit out. It doesn't require reloading, but the attack does take a few seconds to charge and shoot again. Are you interested in that at all?


    -xFeare_

    Posted in: Creative Mode
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    posted a message on Increasing Dispenser Range
    Quote from rvelde»

    It might actually work, I was able to get a tnt on the bottom to increase range, but I'd like the arrows to go straight so I'm trying a tnt on top, maybe two on the sides will do the trick


    Are you just trying to make a turret of sorts?


    -xFeare_

    Posted in: Creative Mode
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    posted a message on [1.8] Command Block Tutorials - Custom Map Mechanics - Bleeding/Bandage System, Mob Health Bars, Triggers, Tellraw and more!

    I can't find op MCStacker or Google etc. how to make a block (Cobblestone) send a command when you stand on it? Example: If i stand on cobblestone it need's to send the command : /clear

    I hope you can help me again :s!


    - Koekiemonster12

    ~EDIT~

    I think this is possible.


    On a clock, run the /execute command on /testforblock. You can execute the command at the player, and test if the block below the player is cobblestone.


    /execute @p ~ ~ ~ testforblock ~ ~-1 ~ 0 cobblestone


    Link that up to anything that suits your needs. A simple version would be just having a comparator that outputs to the /clear command, but if it's in multiplayer, you will probably need to fiddle around with scoreboard data to pick the right person.


    -xFeare_

    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.8] Command Block Tutorials - Custom Map Mechanics - Bleeding/Bandage System, Mob Health Bars, Triggers, Tellraw and more!

    I'm making a puzzle map. But i need to know, how to make clickable signs that output a command. I've seen this a lot by other maps. I hope you know it :)

    - Koekiemonster12


    Well, I'll give you a basic example for starters.


    /setblock ~ ~1 ~ minecraft:standing_sign 0 replace {Text1:"{text:\"Click Me!\",bold:true,clickEvent:{action:run_command,value:\"/say Hello World!\"}}"}


    What this command does is place a sign 1 block above the command block. The sign says "Click Me!", and when you click it, it says "Hello World!" in the chat. The sign text will also be bold.


    This can be a fairly indepth command, so I'd suggest using MCStacker to generate your /setblock signs. It'll help avoid errors, as well as save loads of time. This mechanism can be used for almost anything, so be creative :D


    -xFeare_

    Posted in: Mapping and Modding Tutorials
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    posted a message on Blue Redstone is will be published to 1.9???


    That explains the video in the OP.

    -xFeare_

    Posted in: Recent Updates and Snapshots
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    posted a message on Snazzamazza - Minecraft Reviews: Reviewing Games made from the Minecraft Pros!
    Quote from Snazzamazza»

    For the moment, text reviews. I may be doing video reviews in about 2 months, I am not sure. I will notify you if I do video reviews and when they will start.


    Snazza, I would be interested in getting a review from you, and maybe when you start doing videos, you might have another playthrough.

    However, my map is not yet released. I'm waiting for an opportunity to get together a trailer, however, having some reviews to start with at release may help with attraction to the map. Would you be interested in writing a review for me prior to release?


    Thanks,


    -xFeare_

    Posted in: Maps Discussion
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    posted a message on [1.8] Command Block Tutorials - Custom Map Mechanics - Bleeding/Bandage System, Mob Health Bars, Triggers, Tellraw and more!
    Quote from Teckni»

    In cloning i am working on an autu generated parkour map, is there a way when you are cloning it to twist it 180 degrees?


    Unfortunately there is no way to rotate cloned structures.


    -xFeare_

    Posted in: Mapping and Modding Tutorials
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